var character_name;
character_name = string(argument[0]);
character_sprite_stand[0] = map_get_sprite_index("spr_" + character_name + "_stand");
character_sprite_stand[1] = map_get_sprite_index("spr_" + character_name + "_stand_attack");
character_sprite_walk[0] = map_get_sprite_index("spr_" + character_name + "_walk");
character_sprite_walk[1] = map_get_sprite_index("spr_" + character_name + "_walk_attack");
character_sprite_jump[0] = map_get_sprite_index("spr_" + character_name + "_jump");
character_sprite_jump[1] = map_get_sprite_index("spr_" + character_name + "_jump_attack");
character_sprite_crouch[0] = map_get_sprite_index("spr_" + character_name + "_crouch");
character_sprite_crouch[1] = map_get_sprite_index("spr_" + character_name + "_crouch_attack");
character_sprite_swim[0] = map_get_sprite_index("spr_" + character_name + "_swim");
character_sprite_swim[1] = map_get_sprite_index("spr_" + character_name + "_swim_attack");
character_sprite_climb[0] = map_get_sprite_index("spr_" + character_name + "_climb");
character_sprite_climb[1] = map_get_sprite_index("spr_" + character_name + "_climb_attack");
character_sprite_climbend = map_get_sprite_index("spr_" + character_name + "_climbend");
character_sprite_hit = map_get_sprite_index("spr_" + character_name + "_hit");
character_sprite_dead = map_get_sprite_index("spr_" + character_name + "_dead");
character_sprite_portrait = map_get_sprite_index("spr_" + character_name + "_portrait");
